Merge pull request #4313 from lioncash/u8

HW: Change u8 pad specifier params to int where applicable
This commit is contained in:
shuffle2 2016-10-08 14:10:10 -07:00 committed by GitHub
commit 23b5a41e0e
10 changed files with 37 additions and 37 deletions

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@ -47,7 +47,7 @@ void LoadConfig()
s_config.LoadConfig(true);
}
KeyboardStatus GetStatus(u8 port)
KeyboardStatus GetStatus(int port)
{
return static_cast<GCKeyboard*>(s_config.GetController(port))->GetInput();
}

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@ -17,5 +17,5 @@ void LoadConfig();
InputConfig* GetConfig();
KeyboardStatus GetStatus(u8 port);
KeyboardStatus GetStatus(int port);
}

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@ -46,17 +46,17 @@ void LoadConfig()
s_config.LoadConfig(true);
}
GCPadStatus GetStatus(u8 pad_num)
GCPadStatus GetStatus(int pad_num)
{
return static_cast<GCPad*>(s_config.GetController(pad_num))->GetInput();
}
void Rumble(const u8 pad_num, const ControlState strength)
void Rumble(const int pad_num, const ControlState strength)
{
static_cast<GCPad*>(s_config.GetController(pad_num))->SetOutput(strength);
}
bool GetMicButton(const u8 pad_num)
bool GetMicButton(const int pad_num)
{
return static_cast<GCPad*>(s_config.GetController(pad_num))->GetMicButton();
}

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@ -18,8 +18,8 @@ void LoadConfig();
InputConfig* GetConfig();
GCPadStatus GetStatus(u8 pad_num);
void Rumble(u8 pad_num, ControlState strength);
GCPadStatus GetStatus(int pad_num);
void Rumble(int pad_num, ControlState strength);
bool GetMicButton(u8 pad_num);
bool GetMicButton(int pad_num);
}

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@ -18,7 +18,7 @@ CSIDevice_GCAdapter::CSIDevice_GCAdapter(SIDevices device, int _iDeviceNumber)
: CSIDevice_GCController(device, _iDeviceNumber)
{
// get the correct pad number that should rumble locally when using netplay
const u8 numPAD = NetPlay_InGamePadToLocalPad(ISIDevice::m_iDeviceNumber);
const int numPAD = NetPlay_InGamePadToLocalPad(ISIDevice::m_iDeviceNumber);
if (numPAD < 4)
m_simulate_konga = SConfig::GetInstance().m_AdapterKonga[numPAD];
}
@ -59,7 +59,7 @@ int CSIDevice_GCAdapter::RunBuffer(u8* buffer, int length)
return CSIDevice_GCController::RunBuffer(buffer, length);
}
void CSIDevice_GCController::Rumble(u8 numPad, ControlState strength)
void CSIDevice_GCController::Rumble(int numPad, ControlState strength)
{
SIDevices device = SConfig::GetInstance().m_SIDevice[numPad];
if (device == SIDEVICE_WIIU_ADAPTER)

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@ -289,7 +289,7 @@ void CSIDevice_GCController::SendCommand(u32 _Cmd, u8 _Poll)
unsigned int uStrength = command.Parameter2;
// get the correct pad number that should rumble locally when using netplay
const u8 numPAD = NetPlay_InGamePadToLocalPad(ISIDevice::m_iDeviceNumber);
const int numPAD = NetPlay_InGamePadToLocalPad(ISIDevice::m_iDeviceNumber);
if (numPAD < 4)
{

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@ -102,11 +102,11 @@ public:
virtual EButtonCombo HandleButtonCombos(const GCPadStatus& pad_status);
// Send and Receive pad input from network
static bool NetPlay_GetInput(u8 numPAD, GCPadStatus* status);
static u8 NetPlay_InGamePadToLocalPad(u8 numPAD);
static bool NetPlay_GetInput(int numPAD, GCPadStatus* status);
static int NetPlay_InGamePadToLocalPad(int numPAD);
// Direct rumble to the right GC Controller
static void Rumble(u8 numPad, ControlState strength);
static void Rumble(int numPad, ControlState strength);
protected:
void Calibrate();

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@ -82,7 +82,7 @@ void CSIDevice_GCSteeringWheel::SendCommand(u32 _Cmd, u8 _Poll)
unsigned int uType = command.Parameter2; // 06 = motor on, 04 = motor off
// get the correct pad number that should rumble locally when using netplay
const u8 numPAD = NetPlay_InGamePadToLocalPad(ISIDevice::m_iDeviceNumber);
const int numPAD = NetPlay_InGamePadToLocalPad(ISIDevice::m_iDeviceNumber);
if (numPAD < 4)
{

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@ -739,11 +739,11 @@ void NetPlayClient::SendChatMessage(const std::string& msg)
}
// called from ---CPU--- thread
void NetPlayClient::SendPadState(const PadMapping in_game_pad, const GCPadStatus& pad)
void NetPlayClient::SendPadState(const int in_game_pad, const GCPadStatus& pad)
{
auto spac = std::make_unique<sf::Packet>();
*spac << static_cast<MessageId>(NP_MSG_PAD_DATA);
*spac << in_game_pad;
*spac << static_cast<PadMapping>(in_game_pad);
*spac << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX
<< pad.substickY << pad.triggerLeft << pad.triggerRight;
@ -751,11 +751,11 @@ void NetPlayClient::SendPadState(const PadMapping in_game_pad, const GCPadStatus
}
// called from ---CPU--- thread
void NetPlayClient::SendWiimoteState(const PadMapping in_game_pad, const NetWiimote& nw)
void NetPlayClient::SendWiimoteState(const int in_game_pad, const NetWiimote& nw)
{
auto spac = std::make_unique<sf::Packet>();
*spac << static_cast<MessageId>(NP_MSG_WIIMOTE_DATA);
*spac << in_game_pad;
*spac << static_cast<PadMapping>(in_game_pad);
*spac << static_cast<u8>(nw.size());
for (auto it : nw)
{
@ -940,7 +940,7 @@ void NetPlayClient::OnConnectFailed(u8 reason)
}
// called from ---CPU--- thread
bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
bool NetPlayClient::GetNetPads(const int pad_nb, GCPadStatus* pad_status)
{
// The interface for this is extremely silly.
//
@ -965,8 +965,8 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
// clients.
if (IsFirstInGamePad(pad_nb))
{
const u8 num_local_pads = NumLocalPads();
for (u8 local_pad = 0; local_pad < num_local_pads; local_pad++)
const int num_local_pads = NumLocalPads();
for (int local_pad = 0; local_pad < num_local_pads; local_pad++)
{
switch (SConfig::GetInstance().m_SIDevice[local_pad])
{
@ -979,7 +979,7 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
break;
}
u8 ingame_pad = LocalPadToInGamePad(local_pad);
int ingame_pad = LocalPadToInGamePad(local_pad);
// adjust the buffer either up or down
// inserting multiple padstates or dropping states
@ -1140,20 +1140,20 @@ bool NetPlayClient::LocalPlayerHasControllerMapped() const
std::any_of(m_wiimote_map.begin(), m_wiimote_map.end(), mapping_matches_player_id);
}
bool NetPlayClient::IsFirstInGamePad(u8 ingame_pad) const
bool NetPlayClient::IsFirstInGamePad(int ingame_pad) const
{
return std::none_of(m_pad_map.begin(), m_pad_map.begin() + ingame_pad,
[](auto mapping) { return mapping > 0; });
}
u8 NetPlayClient::NumLocalPads() const
int NetPlayClient::NumLocalPads() const
{
return static_cast<u8>(std::count_if(m_pad_map.begin(), m_pad_map.end(), [this](auto mapping) {
return static_cast<int>(std::count_if(m_pad_map.begin(), m_pad_map.end(), [this](auto mapping) {
return mapping == m_local_player->pid;
}));
}
u8 NetPlayClient::InGamePadToLocalPad(u8 ingame_pad)
int NetPlayClient::InGamePadToLocalPad(int ingame_pad)
{
// not our pad
if (m_pad_map[ingame_pad] != m_local_player->pid)
@ -1171,7 +1171,7 @@ u8 NetPlayClient::InGamePadToLocalPad(u8 ingame_pad)
return local_pad;
}
u8 NetPlayClient::LocalPadToInGamePad(u8 local_pad)
int NetPlayClient::LocalPadToInGamePad(int local_pad)
{
// Figure out which in-game pad maps to which local pad.
// The logic we have here is that the local slots always
@ -1258,7 +1258,7 @@ void NetPlayClient::ComputeMD5(const std::string& file_identifier)
// called from ---CPU--- thread
// Actual Core function which is called on every frame
bool CSIDevice_GCController::NetPlay_GetInput(u8 numPAD, GCPadStatus* PadStatus)
bool CSIDevice_GCController::NetPlay_GetInput(int numPAD, GCPadStatus* PadStatus)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
@ -1294,7 +1294,7 @@ u64 CEXIIPL::NetPlay_GetGCTime()
// called from ---CPU--- thread
// return the local pad num that should rumble given a ingame pad num
u8 CSIDevice_GCController::NetPlay_InGamePadToLocalPad(u8 numPAD)
int CSIDevice_GCController::NetPlay_InGamePadToLocalPad(int numPAD)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);

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@ -85,17 +85,17 @@ public:
// Send and receive pads values
bool WiimoteUpdate(int _number, u8* data, const u8 size, u8 reporting_mode);
bool GetNetPads(const u8 pad_nb, GCPadStatus* pad_status);
bool GetNetPads(int pad_nb, GCPadStatus* pad_status);
void OnTraversalStateChanged() override;
void OnConnectReady(ENetAddress addr) override;
void OnConnectFailed(u8 reason) override;
bool IsFirstInGamePad(u8 ingame_pad) const;
u8 NumLocalPads() const;
bool IsFirstInGamePad(int ingame_pad) const;
int NumLocalPads() const;
u8 InGamePadToLocalPad(u8 ingame_pad);
u8 LocalPadToInGamePad(u8 localPad);
int InGamePadToLocalPad(int ingame_pad);
int LocalPadToInGamePad(int localPad);
static void SendTimeBase();
bool DoAllPlayersHaveGame();
@ -154,8 +154,8 @@ private:
void SendStopGamePacket();
void UpdateDevices();
void SendPadState(const PadMapping in_game_pad, const GCPadStatus& np);
void SendWiimoteState(const PadMapping in_game_pad, const NetWiimote& nw);
void SendPadState(int in_game_pad, const GCPadStatus& np);
void SendWiimoteState(int in_game_pad, const NetWiimote& nw);
unsigned int OnData(sf::Packet& packet);
void Send(sf::Packet& packet);
void Disconnect();